stop water tinting like glass, tweak torch lighting, fix charged creepers charge not scrolling

This commit is contained in:
Xonk
2024-03-23 18:29:25 -04:00
parent f071204fc9
commit 7811e25236
8 changed files with 17 additions and 15 deletions

View File

@ -12,10 +12,12 @@ vec3 DoAmbientLightColor(
vec3 IndirectLight = max(SkyColor * ambient_brightness * skyLM, MinimumLight);
// do torch lighting.
float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
// float TorchLM = 10.0 - ( 1.0 / (pow(exp(-0.5*inversesqrt(Lightmap.x)),5.0)+0.1));
// TorchLM = pow(TorchLM/4,10) + pow(Lightmap.x,1.5)*0.5;
float TorchLM = pow(Lightmap.x,10.0)*5.0 + pow(Lightmap.x,1.5);
vec3 TorchLight = TorchColor * TORCH_AMOUNT * TorchLM * (1.0 + LightLevelZero*dot(SkyColor * ambient_brightness,vec3(0.3333)));
return IndirectLight + TorchLight;
}

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@ -253,7 +253,7 @@ const float entityShadowDistanceMul = 1.0; // [0.05 0.10 1.50 0.20 0.25 0.30 0.3
#define LIGHTSOURCE_REFLECTION
#endif
#define EMISSIVE_TYPE 2 // [0 1 2 3]
#define EMISSIVE_TYPE 0 // [0 1 2 3]
#define Emissive_Brightness 10.0 // [1.0 2.0 3.0 4.0 5.0 6.0 7.0 8.0 9.0 10.0 15.0 20.0 25.0 30.0 35.0 40.0 45.0 50.0 100.]
#define Emissive_Curve 2.0 // [0.1 0.2 0.3 0.4 0.5 0.6 0.7 0.8 0.9 1.0 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3.0 ]

View File

@ -265,6 +265,7 @@ vec3 DoCloudLighting(
){
float powder = 1.0 - exp(-5.0 * sqrt(density));
// float powder = 1.0 - exp(-15.0 * density);
vec3 indirectLight = skyLightCol * mix(1.0, 1.0 - exp(-1.0 * (1.0-sqrt(density))), skyScatter*skyScatter*skyScatter * distantfog);